Rules of Draughts

Rules of Draughts (Checkers)

Draughts is a board game of skill played between two
players who, following a fixed set of rules, attempt to win the game by either
removing all of their opponent’s playing pieces from the draughts board, or by
rendering their opponent’s pieces immobile.

Preface:

The following rules of draughts cannot cover every possible
situation that may arise during the course of a game, nor can they regulate for
all administrative questions. Where instances arise that are not precisely
regulated for by the following rules of draughts, it should be possible for the
tournament controller/ referee to reach a correct and fair decision by
reflecting on analogous situations, and through the use of absolute
objectivity. We believe that the rules should not be over prescriptive so as to
deprive a tournament controller / referee of their freedom to make a judgement
based on fairness, logic and unforeseen special factors.

Section One: Equipment and
Rules for Play.

THE DRAUGHTBOARD AND ITS ARRANGEMENT

1.1The draughtboard is composed of 64 squares, alternately light and dark
arranged in a square array of 8 rows and 8 columns and bounded by a neutral
border.

1.2The official draughtboard for use in all major events shall be of Green
and White (or off white/cream) colours for the dark and light squares.

1.3The size of squares of the draughts boards should be between 4.5 and 5
centimetres.

1.4At the commencement of play the draughtboard is placed between the
players in such a way that a green square is to be found on the player’s near
left side, and a white square to their right side. The playing squares to the
near left side of the draughtboard is referred to as a player’s “Single
Corner”, while the playing squares on the near right side is referred to as a
player’s “Double Corner” side.

1.5The 32 green squares used for play on the draughtboard shall be assigned
numbers 1-32 for descriptive purposes. These numbers are the official reference
system for notations and recording games.

1.6These numbers should not be printed on an official draughtboard.

1.7The draughtboard should be made of materials that do not create a “glare”
or reflect light under tournament conditions.

` DRAUGHT PIECES AND THEIR
ARRANGEMENT

1.8At the beginning of a game, one player has 12 dark-coloured discs
(referred to as “pieces” or “men”), and the other player has 12 light-coloured
discs.

1.9The official draught pieces shall be of RED and WHITE colours for the
dark and light pieces, respectively. These are sometimes referred to as “Black”
and White” in the games’ literature. The pieces shall be a cylindrical shape of
a uniform diameter, measuring not less than 3 centimetres nor more than 4
centimetres They shall be of a uniform design with a height / thickness of not
less than 5mm (3/16 inches) nor more than 9mm (3/8 inches).

1.10If other light and dark coloured pieces and board are used the colours of
the men must make a distinct contrast with the colour of the squares of the
board.

1.11The Red pieces shall be set for beginning play on the first 12 squares of
the player playing the Red pieces starting right to left, Nos. 1 thru 12. The
White pieces will be on the last 12 squares, Nos. 21 thru 32, with No.32 being
the nearest double corner square.

ORDER OF PLAY

1.12To start the first game the players decide by random selection ([i])
which colour they will play. In subsequent games the players alternate colours.

1.13The first move in each game is made by the player with the Red men;
thereafter the moves are made by each player in turn ([ii]).

THE MOVES

1.14There are fundamentally 4 types of move: the ordinary move of a man, the
ordinary move of a king, the capturing move of a man and the capturing move of
a king.

Ordinary Move Of A Man

1.15An ordinary move of a man is its transfer diagonally forward left or
right from one square to an immediately neighbouring vacant square. (Also see
Rule 1.18)

1.16When a man reaches the farthest row forward (known as the “king-row” or
“crown-head”) it becomes a king, and this completes the turn of play. The man
can be crowned by either player ([iii])
by placing a man of the same colour on top of it before the next move is made.
(It may be necessary to borrow from another set if no captured man is available
for the purpose).

Ordinary Move Of A King

1.17An ordinary move of a king (crowned man) is from one square diagonally
forward or backward, left or right, to an immediately neighbouring vacant
square.

Capturing Move Of A Man

1.18A capturing move of a man is its
transfer from one square over a diagonally adjacent and forward square occupied
by an opponent`s piece (man or king) and on to a vacant square immediately
beyond it. A capturing move is called a "jump". On completion of the
jump the captured piece is removed from the board.

Capturing In General

1.19If a jump creates an immediate
further capturing opportunity, then the capturing move of the piece (man or
king) is continued until all the jumps are completed. The only exception is
that if a man reaches the king-row by means of a capturing move it then becomes
a king but may not make any further jumps until their opponent has moved. At the end of the capturing sequence, all
captured pieces are removed from the board.

1.20All capturing moves are compulsory, whether offered actively or
passively. If there are two or more ways to jump, a player may select any one
that they wish, not necessarily that which gains the most pieces. Once started,
a multiple jump must be carried through to completion. A man can only be jumped
once during a multiple jumping sequence.

Capturing Move Of A King

1.21A capturing move of a king is similar to that of a man, but may be in a
forward or backward direction.

Touching The Pieces

1.22Either player, on intimating their intention to their opponent, is entitled
to adjust their own or their opponent`s pieces properly on their squares at any
time during the course of the game.

1.23If a player on their turn to move touches a piece they must play that
piece, unless they have given an adjustment warning. If the piece is not
legally playable, rule 1.25.2 applies.

1.24If any part of a playable piece is played over a corner of the square on
which it is stationed, the move must be completed in that direction.

FALSE, IMPROPER OR ILLEGAL MOVES

1.25A player making a false, improper or illegal move shall be cautioned for
the first offence, and the move recalled. They shall forfeit the game for any
subsequent false, improper or illegal move made in that game. This applies, for
example, if a player:

1.25.1Omits to capture or to complete a multiple capture.

1.25.2On their turn to play touches an unplayable piece.

1.25.3Moves a piece, either in an ordinary move or in a capturing move, on to a
wrong square.

1.25.4Moves an uncrowned man backwards.

1.25.5When capturing, inadvertently removes one or more of their own or their
opponent’s pieces not in a position to be captured by that move.

1.25.6Adds one or more of their own pieces to the board.

1.25.7Continues a capturing move through the king-row with a man not already
crowned.

1.25.8Moves a piece when it is not their turn to play.

1.26An illegal move is condoned by the opponent moving a piece at their next
turn.

1.27If any of the pieces are accidentally displaced by the players or through
any cause outside their control, the pieces are replaced without penalty and
the game is continued.

1.28A player who refuses to adhere to the rules shall immediately forfeit the
game.

RESULT OF THE GAME

1.29There are only two possible states to define: the win and the draw.

Definition of a Win

1.30The game is won by the player who can make the last move; that is, no move
is available to the opponent on their turn to play, either because all their
pieces have been captured or their remaining pieces are all blocked.

1.32The game is drawn if at any stage both players agree on such a result ([v]).
A game shall also be declared drawn where:

1.32.1At any stage of the game, a player can demonstrate to the satisfaction of
the referee that with their next move they would create the same position for
the third time during the game.

1.32.2At any stage of the game, a player can demonstrate to the satisfaction of
the referee that both the following conditions hold:

a)Neither player has advanced an uncrowned man towards
the king-row during their own previous 40 moves.

b)No pieces have been removed from the board during
their own previous 40 moves.

Notes:

[i] Traditionally there have been two methods
used for random selection. The first method entails the “toss of a coin” where
the person winning the toss may select the colour they wish to use in the 1st
game. The second method entails one player taking a playing piece of each
colour and placing them, one in each closed hand, behind their back. The player
then brings these hands forwards and offers their opponent the choice of either
hand. The hand selected will contain the colour of that player’s pieces in
their first game.

[ii]
If an opening is balloted from a recognised set of ballot cards (e.g. 3 move
ballot) then these moves shall form the opening sequence of moves in the game.
The game is then continued by the player whose turn it is to move following the
balloted sequence of moves.

[iii]
Traditionally the piece is crowned by the player whose king-row has been
entered.

[iv]
Resigning is usually indicated by saying “I resign” and/or stopping the clock.

[v]
Offering an opponent a draw is usually done by saying “draw?” or “do you agree
to a draw?”

Section Two.
Rules for the use of clocks.

Equipment
and terminology:

`Draughts Clock` means a clock with two time displays, connected
to each other in such a way that only one of them can run at any one time. When
a player presses the button above the clock on their own side it will start
their opponent’s clock on the opposite side. This action is known as “pressing
their clock”.

While these rules make reference to the use of manual clocks,
they include the use of digital clocks.
`Clock` in the Rules of Draughts means one of the two time displays.
`Flag fall` means the expiration of the allotted time for a player.

Using a clock:

2.1Before
the start of the game the tournament controller decides where the draughts
clock will be placed.

2.2All
clocks should be wound up prior to play commencing. Each clock face should register the same
time.

2.3At the start of each
session the referee shall start each clock in turn, irrespective of whether one
or both players are missing.

2.4During
the game each player, having made their move on the draughtsboard, shall press
their own clock and thus start their opponent’s clock. A player must always be
allowed to press their own clock having made their move.

2.5A
player’s move is not considered to have been completed until they have pressed their
clock.

2.6The time
taken between making the move on the draughtsboard and pressing their clock and
thus starting their opponent’s clock is regarded as part of the time allotted
to the player.

2.7Each
player shall be entirely responsible for pressing their own clock after their
move and keeping a check on the number of moves made. Should they fail to do
so, no warning, particularly by a third party, should be given.

2.8A player
may press their clock with either hand. However, it is forbidden for a player
to keep their finger on the button or to `hover` over it.

2.9The players must handle the draughts clock properly. It is
forbidden to punch it forcibly, to pick it up or to knock it over. Where
improper clock handling occurs, the player shall be cautioned
for the first offence, and shall forfeit the game for any subsequent offence.

2.10Every indication given
by the clocks is considered to be conclusive in the absence of any evident
defect.

2.11A draughts clock with
an evident defect shall be replaced. The tournament director shall replace the
clock and use their best judgement when determining the times to be shown on
the replacement draughts clock.

2.12If both
flags have fallen and it is impossible to establish which flag fell first, then
the game shall continue under normal conditions.

2.13Players shall not be
allowed to walk away from the board during the game, other than to go to the
toilet or smoking break. In this instance the clocks shall be kept running.

2.14Where a
player is deemed to be unable to use the clock, an assistant, who is acceptable
to the tournament controller, may be provided by the player to perform this
operation on their behalf.

Time Controls:

2.15When using a draughts
clock, each player must make a minimum number of moves or all moves in an allotted
period of time. A small "flag" on the clock face, which
rises during the last few minutes of a game and falls "on the hour”,
denotes the time control. All time controls must
be specified in advance. The following time controls are used for tournament play:

2.16At the end of the first
time control, the player playing the White pieces shall reset both clocks by 30
minutes. They shall repeat this action at each subsequent time control.

2.17The time
saved by a player during one period is added to their time available for the
next period.

2.18Each time
display has a `flag`. Immediately after a flag falls, the requirements of
Article 2.15 must be checked.

2.19A flag is
considered to have fallen when the Tournament Director observes the fact or
when either player has made a valid claim to that effect.

2.20If a
player does not complete the prescribed number of moves in the allotted time,
the game is lost by that player regardless of the position on the board.

Absent players:

2.21If a player is not
present at the start of a session, their opponent, in consultation with the
tournament controller shall start their clock in their absence.

2.22The player whose turn
it is to play shall have their clock started at the beginning of the game.

2.23If a player arrives
before an hour has elapsed, they may play the game, but with the reduced time
available to them.

2.24If a player arrives
after their flag has fallen they shall forfeit that game. Where a player
arrives after their flag has fallen for a second time (i.e. 2 hours late) they
shall forfeit both games.

2.25Where both players are
absent then two clocks should be started, one for each player. Where both players
remain absent for a game (1 hour) they shall both receive zero points for that
game.

Interrupting clocks.

2.26If a game
needs to be interrupted, only the tournament controller shall have the power to
stop the clocks (both clock faces).

2.27A player
must seek the tournament controller’s assistance where a problem arises, e.g.
when the draughtsboard and pieces have been disrupted or when a required piece
is not available.

2.28If the
tournament controller stops the clocks to deal with an issue, then the
tournament controller shall decide when the game is to be restarted again.

Quickplay Finish

A `quickplay finish` is the phase of a game, when all the
(remaining) moves must be made in a limited time.

2.29If nearing the end of a game (with time remaining) a player feels that
the position in their game is even, and has offered a drawn result to their
opponent and the offer is refused, the player has the power to ask the
tournament controller to intervene. If the tournament controller feels that the
position is even, with little winning chances to either player with reasonable
care, the tournament controller has the power to declare the game drawn.
However, if the tournament controller feels that there is an advantage to the
requesting player's opponent, then the tournament controller shall allow the
game to be continued to a conclusion.

Section Three: Recording of games:

3.1A
“score-sheet” is a sheet of paper that is prescribed for the recording of a
game of draughts in a competition, and is the property of the organiser of the
event.

3.2Each
player shall be furnished with a score sheet for every scheduled game.

3.3All
players are obliged to record each game played.

3.4In
the course of play each player is required to record their own moves and those
of their opponent, in the correct manner, move for move, as clearly and legibly
as possible on the score sheet prescribed for the competition.

3.5A
player may reply to their opponent’s move before recording it, but they must
record their own previous move before making another.

3.6The
score-sheet shall be placed on the table in such a way that it is visible to
the referee throughout the game.

3.7If
a player wishes to verify their record of a game by comparing it with that of
their opponent, they must inform the tournament controller and if allowed, do
it in their own playing time.

3.8Both
players must record the offer of a draw on the score-sheet. (See also 4.7)

3.9At
the conclusion of each round each player shall hand the referee a signed copy
of each game played that indicates the result of the game. Each score sheet
must be signed by both players.

3.10Any player who fails to
hand in a complete signed copy of their games at the conclusion of a round
shall receive zero points for that round.

3.11If a player is unable
to keep score by reason of a medical condition, an assistant, who is acceptable
to the referee, may be provided by that player to write down their moves. Their
clock shall be adjusted by the referee in an equitable way.

Time
Shortage:

3.12A player is said to be
in time shortage when they have 5 minutes or less before their flag falls.

3.13Any player in time
shortage is not obliged to continue recording every move made in the game
during this phase, but instead must place a tick on their score-sheet after
every move is made until one flag has fallen. Immediately after one flag has
fallen the player must update their score-sheet completely using standard
notation before moving another piece.

3.14If both players are in
time shortage the tournament referee or an assistant should try to be present
and keep a record of the moves made. In this case, immediately after one flag
has fallen, the tournament controller shall stop the clocks. Then both players
shall update their score-sheets, using the referees or the opponent’s
score-sheet.

Section Four: The Conduct of Players

4.1The
players shall take no action that will bring the game into disrepute.

4.2Players
must be seated at their designated playing table prior to the starting time for
that round.

4.3In
the spirit of friendship players shall shake the hand of their opponent prior
to the commencement of a round.

4.4A
player has the right to call on the tournament controller to rule upon a point
of law (rules of the game), procedure, or conduct. The tournament controller
must first establish the facts without disturbing other games. An extended
discussion between the players and tournament controller is inappropriate in
the playing area and another area may be used for this purpose. (See 2.27-2.29)

4.5A
player is forbidden to leave
their board when it is their turn to move, without
the permission of the tournament controller.(Also see 2.13)

4.6Players
are not permitted to walk / stand around the playing area to view other games
that are in progress. Players who have finished their games shall be considered
to be spectators.

4.7A
player wishing to offer a draw shall do so after having made their own move. No
conditions can be attached to the offer. The offer once made cannot be
withdrawn and remains valid until their opponent accepts it, rejects it orally,
or rejects it by moving one of their own pieces, thus continuing the game. The
offer of a draw shall be noted by each player on their score-sheet by a symbol.
If the first offer is declined it is improper to offer another draw unless your
opponent has since offered a draw or the position has changed
substantially. (Also see 4.9)

4.8Players
are forbidden to make use of any notes, sources of information, advice, or
analyse on another board.

4.9Players
are forbidden to distract or annoy their opponent in any manner, such as making
any sounds or signs, pointing or hovering over the board. This includes
unreasonable claims or repeated offers of a draw.

4.10During the course of a
game a player is forbidden from addressing
any other person, with the exception of the tournament
controller.

4.11The score-sheet shall
be used only for recording the moves, the times of the clocks, the offers of a
draw, and other relevant data.

4.12Players are not allowed
to leave the `playing venue` without permission from the tournament controller.
The playing venue is defined as the playing area, rest rooms, refreshment area,
area set aside for smoking and other places as designated by the tournament
controller.

4.13Collusion to fix or
throw games, whether before or during the game, in order to manipulate prize
money, title norms, ratings, or any other purpose is illegal and may result in
severe sanctions, including being banned from participation in future events.

4.14A
player who has lost a game must stop their clock immediately. It is rude and
unsportsmanlike to abandon a lost position without resigning.

4.15Players are forbidden
to analyse a finished game in the playing area.

4.16It is strictly
forbidden to bring mobile phones or other electronic means of communication,
not authorised by the tournament controller, into the playing venue. If a
player’s mobile phone rings in the playing venue during play, that player shall
lose the game in progress.

4.17Persistent refusal by a
player to comply with the rules shall be penalised by loss of the game.

Section
Five: The Conduct of Spectators

5.1Spectators
have no special privileges and must adhere to the instructions of the
tournament controller at all times.

5.2Spectators
may be confined to a certain area of the playing venue (spectators’ area)
on the instructions of the tournament controller.

5.3Spectators must maintain a complete silence
while there is any play ongoing.

5.4Spectators
shall not interfere with play or in any way annoy or distract the players. This
includes pointing out that it is a certain player’s turn to move, time
management issues, flag falls, etc.

5.5Spectators
may point out irregularities to the tournament controller in a manner neither
heard or noticed by the players, but have no right to make claims of any kind
on behalf of players.

5.6Spectators
shall not engage in
conversation with the players in the interval
between the first and second games of a round.

5.7Spectators shall not
analyse ongoing games
by using draughts boards, or electronic devices, without the permission of the
referee.

5.8It
is strictly forbidden to bring mobile phones or any other electronic devices
means of communication, not authorised by the tournament controller, into the
playing venue.

5.9Persistent
refusal by a spectator to comply with a direction given by the tournament
controller shall result in their expulsion from the playing venue.

Section Six: The Role of the Tournament Controller:

6.1The
tournament controller shall see that the rules are strictly observed, and is
bound by the official Rules of Draughts, procedures and policies.

6.2The
tournament controller shall act in the best interest of the competition. They
should ensure that the equipment being used is of a sufficient quality, that a
good playing environment is maintained, and that the players are not disturbed.

6.3The
tournament controller has the power to appoint assistants as required to help
in the performance of his or her duties, to accept and list entries, to
familiarise players with the playing facility and tournament conditions, to
prepare pairings, display wall charts, rule on disputes and enforce such
rulings, to collect scores, report and forward tournament results and fees to
the sponsoring organisation.

6.5The
tournament controller shall oversee the ballot of openings (if used) and ensure
that all clocks are started at the time specified for the commencement of that
round. (See 2.3)

6.6The
tournament controller shall supervise the progress of the competition.

6.7The
tournament controller shall observe the games, especially when the players are
short of time, enforce decisions made and impose penalties on players where
appropriate. (See 2.19)

6.8The
tournament controller must not intervene in a game except in cases described by
the Rules of Draughts. The tournament controller shall refrain from informing a
player that their opponent has completed a move or that the player has not
pressed their clock. (See 2.7& 2.19)

6.9Where
a breach of the rules takes place by a player or spectator the tournament
controller shall apply one of the following penalties (a) warning, (b)
declaring the game to be lost, (c) disqualification from the competition, (d) expulsion
from the event. The tournament controller may use their discretion where they
believe the violation was unintentional.

Section
Seven: Miscellaneous

7.1Appeals
Committee:

Where
a player expresses the wish to appeal the decision of a tournament controller,
the tournament controller shall appoint an appeals committee to hear the
appeal. The appeals committee should consist of at least three persons who have
tournament controller experience of major events. To ensure impartiality they
should not be related to, or involved with, any of the players concerned. Such
an appeal should be heard in private, and witnesses may be called, but only to
answer questions from the parties involved. The committee must give pre-eminent
weight to the tournament controller’s testimony as to anything said or done in
his or her presence. The decision of the appeals committee shall be
communicated to the parties involved as soon as possible. The function of an
appeals committee is not to substitute its judgement for that of the tournament
controller, but rather to overrule the tournament controller only if it is
clear that the latter’s ruling is incorrect.

7.2Rules
Committee:

The
WCDF shall maintain a rules committee to review questions pertaining to the
rules of play. In doubt as to the application or interpretation of these rules,
the WCDF Rules Committee will examine the case in point and render an official
decision.